- unused Ironbred_Stallion in 3.8.4 returned to Shadow Legion Centurion and Wolfbode_Honor_Guard

- unique spawns/mercenaries---- buffed stats of both unique spawns and mercenary leaders; added some guarantee flags and few missing items---- Knights of the Unicorn gloves and helmet are black as the rest of their equipment---- buffed unique solders of The Snowlion Brigade---- increased number of solders- adjusted numbers, composition of some mercenary/uniqe spawn companies (e.g. Griffonsword, Kodan, Alaric)

- kings and top 3 lords from each kingdom will have equipment with the best possible modifier

- all factions ladies-in-waiting will spawn as prisoners only if their kingdom is active (alive); rescued ladies of fallen kingdoms will have only option to enlist them

- strength of Cool companions unique reinforcements more in line with the standard lords templates

4. Bugs and Problems

- corrected strength headers (from str_34 to str_120) so decimal value match hexadecimal- fixed CKO:---- upgrade discount (both time and money) and added two safety checks for negative time (min 1 day) and cost (min 1000 gold)---- all available items appear on the CKO upgrade lists---- fixed black screen after CKO upgrade- fixed exploit: for orders, especially "free" ones (e.g. Griffons from "the letter" option) it was possible to progress in their hierarchy by simply creating (add x rank points) and dismantling (subtract 0 rank points) chapters- fixed issue with drunkman in Al-Aziz- fixed issue: in Al-Aziz gem weapon not received when player inventory is full- fixed issue with feasts relations modifications (fixed thanks to Leonion)- some NPC (Iris, Trainer etc.) treated as sergeants by minor KOs crated by lords (fixed thanks to Leonion)- corrected Leonion's tweaks:---- 20.2 and 32 - Marius Imperator shouldn't act as a lord of defeated faction, Lord Leonius should---- 38 companions who not acting as lords, won't receive relations boost with player after battles or sieges- fixed UllrVetr_Manifest exploit- fixed "Noldor defence bonus" (x2) when player autoresolve battle- fixed: fieft's mineral bonus implemented as was originally planned (as a result chance to get 300 increased from 5% to 11%)- fixed trade Qualis for Noldor troops when party is full (the gem disappear and Noldors were lost)- fixed: accept items from captured unique spawns heroes when inventory is full- fixed: modifier "tempered" not assigned to sword received as reward in the Noldor tournament- Maltise can't be moved to the castle prison; Dread Legion won't spawn, when Maltise executed by player or asked for unique items- fixed: unique heroes and captains won't be enlisted by kings as mercenaries if: given hero executed by player or asked for items before or already on the map or imprisoned by player- Snake Stronghold - removed chest from the initial scene (wooden interior)- fixed defenders spawning point in Singal (solders spawned in prohibited area)- Noldor's training grounds---- moved spawning points closer to the middle of the arena, moved two of them above ground---- max number of opponents is 4 (for high player level)- fixed TAB behaviour in combat (player fell->taken as prisoner->escaped->TAB in the next fight = fight automatically lost)- fixed: minor custom KOs solders shouldn't wear dresses- added dialog option to free player's lord kept in player faction prison (lord switched to player faction while he was in prison)- fixed the KO quest to win a tournament - quest will fail ONLY if both conditions are true: "no more days left" AND "tournament in the quest city is on"; otherwise it will be cancelled, in which case cooldown time is reduced 7days->1day- fixed: player doesn't take quest "track down bandits", in the meantime bandits are dead, player speak with guildsman, script error- fixed: player have no space in inventory and coronation gifts are lost- fixed exploit: player can only receive one crown helmet- fixed KO bounty quests - only KO's enemies accounted towards it- fixed the arena/tavern infinite sound loop- fixed Retreat (F1-F5) battlefield option- fixed: player leads allies to break the siege, but after winning all allied lords and their armies end up in player party (listed only on the world map)- tutorial merchant quest - corrected number of required solders- fixed: during "free lord form prison" quest player has the same items inside and outside- fixed: Tutorial Merchant Quest - during Hideout part common lair leaders will spawn instead of heroes- Troops Trees in Reports: removed duplicate troops and cover situation when troops have more than 24 items (error spam messages before)- fixed few spelling mistakes- player replaced minister -> latests quests given by minister were aborted (penalties), even if were successfully completed before- fixed script error, when player (as a king) dismissed own mercenary company- fixed transparent items in the "achievement" or "order established" screens- fixed: companion set to "stay away from fight", then promoted to minister, able to clone himself (is in the castle and party)- fixed cloned wife/spouse- fixed: arena sound would cut abruptly shortly after the beginning of a tournament round (added delay)

5) General Additions/Changes

- less not essential background calculations (reduced chance to corrupt gamesaves during save operation on the world map):---- achievements checked 1hr->24hr---- Leonion's tweak 32 (Forcing lords to GTFO of dead factions ASAP) checked 1hr-> 2days---- Leonion's tweak 29 - in order to reduce on screen spam messages and remove one trigger checked every 12hr, moved this feature to the Tawernkeepers- POP custom font:---- fixed font kerning for potential localisations---- is optional (players can enable it themselves) as too many confused Mac, Linux and non English players- added the "ratio bar" displayed on the battlefield screen; may: be disabled, include reinforcements/reserve- revamped the mod options page- added 2 options to display messages on deaths in player army and kills by player- set can_crouch = 0 as high tier range units can't hit crouching solders; players can enable this feature easily in the module.ini file- savegame reload doesn't change outcomes of some events- there were two types of blood particles : "line" of big, slow, long lasting droplets and "cloud" of small, fast moving, fast despairing droplets; removed "line"- redistributed few skills points assigned during character creation - max skill level capped at 7---- stage1 - misterious1 - looting 4->3, tracking 0->1---- stage2 - succmarch2 - trade 2->1, athletics 0->1---- stage2 - fend2 - looting 3->2, ironflesh 0->1---- stage3 - engineer3 - engineer 4->3, athletics 0->1---- stage4c - selfmarch4c - trade 2->1, prisoner management 0->1---- stage4d - selfmarch4d - trade 1->0, tactics 0->1- fiefs: income +33%, upgrade time -33%, upgrade cost -20%- prisoners price -15%, ransom price -15%, lord's base income 1000->500- CKO:---- training progress is checked more often (24hr->18hr) - should reduce training time---- added missing Noldor items (both gloves, knight helmet, cape versions of armours) to both lords or Elcari; moved female armour from city to lords as it is OP---- knights and sergeants genders can be set independently---- thanks to Dusk Voyager's script CKO units will equip all items from inventory (e.g. all will spawn with two quivers)- KO:---- ability to buy full set of armour from the Knight or Sergeant in the castle (not CKO!); to access minimum 1200 renown, 30 honour and +30 relations required OR player is Grandmaster (additional 10% discount); prices depends on relation level, but even with 100 points, items are 27% more expensive then in shop (for 14 trade)---- handle Snake's or Heretic's Book to enemy order (castle) to receive small gratitude and boost to relations (1 book = +1, 3 books = +5)---- KO's renown quest - player can dismiss own solders in order to make space for KO units (reward),- added diamonds, which allow to store money more safely:---- Guildmaster sells/buys three sizes for 10k, 50k, 100k---- relation with city need to be at least 0, +10, +15 for options to appear---- 5% fee when selling---- diamonds can be sold to the merchants for 10% of their nominal value---- small amount of money from each "buy" transaction is added to the city wealth---- when player captures an unique spawn, hero can trade his freedom for Large Pouch of Diamonds (instead 100k denars)- Tavernkeepers:---- added info about locations of all invading armies (cost 2000 denars, saved to the Game Log)---- 2x Various Loot could be exchangd to Baggage Train (one at the time)- Ransom Brokers:---- removed Queen_Agnus_Freebooter, Singalian_Horseman, Barclay_Lancer, Red_Fletcher_Longbowman---- added (chance 10%, 15-19 units at once): Melitine_Free_Brother, Mettenheim_Avonteurer, Barclay_Adventurer---- their hire price based on level (+25% if mounted, +30% extra)---- added option to hire common mercenaries - squad of 30 solders (mixed tiers, enlist price +40% above "tavern merc")---- gamble with Ramun to get access to unique troops- one companion (especially Frederick, Donavan and Boadice) may be asked once a week for few special troops; if companion in tavern 1-6, in party 2-4, who act as a lord 1-2; their hire price based on level (+25% if mounted, +20% extra)- new NPC in one of the towns- added fief exchange with lords (modified and fixed Leonion's tweak 28)- Noldor:---- adjusted prizes received after winning Noldor tournament (chances, quality and quantity)---- pass Noldor Trade Goods to Arandur and Quigfen to receive more troops---- added option to reduce relation with Noldor by -10 at one time- chests in all cities:---- have max capacity---- Sarleon: lion_warhorse replaced with armored_warhorse_sarleon---- Janos: replaced Marius_Helmet with Runed_Bastard_Sword---- Javiksholm: replaced Runed_Bastard_Sword with Ancient_Rune_Axe- during coronation player will receive one of the six crown helmets (different designs, connected with culture, the same stats)- compensation for not being awarded a conquered fief 900->2500 denars- added throwing_daggers to player's inventory during "sneak in to the town" type of missions- added Barclay and Mettenhaim to the Troop Trees in Report- factions ladies-in-waiting will only spawn when their faction is alive- rearranged and added items unlocable for CKO,---- separate dialog option: maltise, ithilrandir, aeldarian, syla, burilgi, heynrich, alaric---- addition to diamonds: kjuda, zulkar, rasmus---- items enabled via script - changed abundance 100->1- Snake Cult and Jatu are able to slowly recover from "obliterated" stage- lord, who has small army (<=70 solders or <=60% of "ideal party size", was <=10 & <=30%) and is currently at a walled fief (e.g. was beaten and just respawn), should not leave this location (script_npc_decision_checklist_party_ai); connected: taxes from lord's fiefs are automatically transferred to his account every week (was every month) (Adding earnings to town)- enabled order "There is a fortress which can easily be taken. Go to.." to the marshal- Seneschal's War Menu:---- enable/disable automatic training from Training Grounds in a given location---- accept 10 or all (up to max capacity of player's party or money) Noblemen into player court- walled fiefs interiors are guarded by top common solder from given faction- Pendor caravans will recruit Pendor troops, not the town original owner ones;---- replaced Mercenary Infantry with Mercenary Warrior in all caravans- added info about lords wealth to the info page- Scorpion Assassins replaced D'Shar Ghazi Revears as "night bandits"- after issuing order: "use only blunt weapon", units without such items will use the first melee weapon from their inventory instead of fists;